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[Info] Counter-Strike pvPrivateData offsets


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XxAvalanchexX
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Join Date: Oct 2004
Location: abort73.com
Old 08-02-2008 , 22:40   Re: [Info] Counter-Strike pvPrivateData offsets
Reply With Quote #21

Player offset 257 (Windows) = m_afPhysicsFlags
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ConnorMcLeod
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Location: France (95)
Old 10-14-2008 , 15:20   Re: [Info] Counter-Strike pvPrivateData offsets
Reply With Quote #22

Quote:
Originally Posted by VEN View Post
Feel free to add more (not from cstrike.h).
player
Code:
211 - fOriginX
212 - fOriginY
213 - fOriginZ
Those offset are updated with a ~1sec freq
offset 210 hold the fGameTime when those offsets are updated

119 - last say gametime


Weapons offsets (windows) (linuxdiff=4)

#define m_fKnown 44
#define m_flNextPrimaryAttack 46
#define m_flNextSecondaryAttack 47
#define m_flTimeWeaponIdle 48
50 m_iSecondaryAmmoType ?
#define m_iClientClip 52
#define m_iClientWeaponState 53
#define m_fInSpecialReload 55
#define b_IsSilent 74

63 flLastShotGameTime
76 flLastTakeInHandGameTime [in fact this is not true for primary weapons]
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Last edited by ConnorMcLeod; 12-17-2008 at 13:29.
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ConnorMcLeod
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Old 12-19-2008 , 03:31   Re: [Info] Counter-Strike pvPrivateData offsets
Reply With Quote #23

C4 WIN32 offsets :

#define flDefusedTime 99
#define m_flNextBeep 102
#define m_sBeepName 104
#define m_flNextBlink 106
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jim_yang
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Join Date: Aug 2006
Old 12-25-2008 , 00:10   Re: [Info] Counter-Strike pvPrivateData offsets
Reply With Quote #24

Code:
#define OFFSET_TEAMMATEKILLS 127
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Last edited by jim_yang; 01-04-2009 at 23:22.
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jim_yang
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Old 12-25-2008 , 21:46  
Reply With Quote #25

player
Code:
88 - m_flFieldOfView
90 - m_HackedGunPos.x
91 - m_HackedGunPos.y
92 - m_HackedGunPos.z
237 - m_iPlayerSound
238 - m_iTargetVolume
239 - m_iWeaponVolume
240 - m_iExtraSoundTypes
241 - m_iWeaponFlash
242 - m_flStopExtraSoundTime
248 - m_pentSndLast  //get_pdata_ent
249 - m_flSndRoomtype
250 - m_flSndRange
259 - m_flTimeStepSound
264 - m_flSuitUpdate
265 -> 268 - m_rgSuitPlayList[CSUITPLAYLIST]
269 - m_iSuitPlayNext
270 -> 301 - m_rgiSuitNoRepeat[CSUITNOREPEAT]
302 -> 333 - m_rgflSuitNoRepeatTime[CSUITNOREPEAT]
335 - m_tbdPrev
336 - m_flgeigerRange
337 - m_flgeigerDelay
338 - m_igeigerRangePrev
339 - m_iStepLeft
348 - m_fInitHUD
349 - m_fGameHUDInitialized
350 - m_iTrain
351 - m_fWeapon
354 - m_fDeadTime
355 - m_fNoPlayerSound
357 - m_tSneaking
358 - m_iUpdateTime
361 - m_iHideHUD
362 - m_iClientHideHUD
440 - m_vecAutoAim.x
441 - m_vecAutoAim.y
442 - m_vecAutoAim.z
443 - m_fOnTarget
449 - m_flNextSBarUpdateTime
450 - m_flStatusBarDisappearDelay
483 - m_lastx
484 - m_lasty
492 - m_szAnimExtention[32]
weapon_*
Code:
42 - m_pNext (cbase)
44 - m_iPlayEmptySound
45 - m_fFireOnEmpty
56 - m_iDefaultAmmo
57 - m_iShell //shell model index of awp, g3sg1, glock18, m3, scout, sg550, xm1014
68 - m_iViewModel
78 - m_iShell //shell model index, gun only
79 - m_flPumpTime
weaponbox
Code:
34 -> 39 m_rgpPlayerItems[MAX_ITEM_TYPES] (cbase) //MAX_ITEM_TYPES is 6
41 -> 72 m_rgiszAmmo[MAX_AMMO_SLOTS]
73 -> 84 m_rgAmmo[MAX_AMMO_SLOTS]
104 - m_cAmmoTypes
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Last edited by jim_yang; 02-19-2009 at 02:46.
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jim_yang
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Old 12-29-2008 , 21:32   Re: [Info] Counter-Strike pvPrivateData offsets
Reply With Quote #26

Code:
376 -> 407 - m_rgAmmo[MAX_AMMO_SLOTS] 
408 -> 439 - m_rgAmmoLast[MAX_AMMO_SLOTS]
MAX_AMMO_SLOTS is 32
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Project : CSDM all in one - 99%
<team balancer#no round end#entity remover#quake sounds#fake full#maps management menu#players punishment menu#no team flash#colored flashbang#grenade trails#HE effect#spawn protection#weapon arena#weapon upgrade#auto join#no weapon drop#one name>
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ConnorMcLeod
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Old 02-01-2009 , 19:36   Re: [Info] Counter-Strike pvPrivateData offsets
Reply With Quote #27

game_text

Code:
#define m_textParms_x			35
#define m_textParms_y			36
#define m_textParms_effect		37
#define m_textParms_color1		38
#define m_textParms_color2		39
#define m_textParms_fadeinTime		40
#define m_textParms_fadeoutTime		41
#define m_textParms_holdTime		42
#define m_textParms_fxTime		43
#define m_textParms_channel		44
For color1 and color2, formulas founded by arkshine :
PHP Code:
stock Alloc_Color(r,g,b,a)
{
    return (
+ (g<<8) + (b<<16) + (a<<24))
}

stock Decode_Color(Color)
{
    new 
aCol[4]
    
aCol[3] = Color / (256<<16)
    
Color %= (256<<16)
    
aCol[2] = Color / (256<<8)
    
Color %= (256<<8)
    
aCol[1] = Color 256
    aCol
[0] = Color 256
    
return aCol


example :
PHP Code:
    set_pdata_int(iEntm_textParms_color1Alloc_Color(0,60,120,0), 4)
    new 
Color[4]
    
Color get_pdata_int(iEntm_textParms_color24
After quick tests, not sure that alpha has any effect.
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 02-01-2009 , 20:12   Re: [Info] Counter-Strike pvPrivateData offsets
Reply With Quote #28

Actually I would prefer something like ( no simplified formula, more readable/understable ) :

Code:
enum Color_e { red, green, blue, alpha }; stock AllocColor ( const r, const g, const b, const a ) {     // r × 256º + g × 256¹ + b × 256² + a × 256³     return ( r + g * 256 + b * ( 256 << 8 ) + a * ( 256 << 16 ) ); } stock DecodeColor ( const i_DeciColor ) {     new Color_e:ai_Color[ Color_e ];         ai_Color[ red   ] = ( i_DeciColor ) % 256;     ai_Color[ green ] = ( i_DeciColor / 256 ) % 256;     ai_Color[ blue  ] = ( i_DeciColor / ( 256 << 8  ) ) % 256;     ai_Color[ alpha ] = ( i_DeciColor / ( 256 << 16 ) ) % 256;         return ai_Color; }

Last edited by Arkshine; 02-07-2009 at 07:11.
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jim_yang
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Join Date: Aug 2006
Old 02-02-2009 , 02:23   Re: [Info] Counter-Strike pvPrivateData offsets
Reply With Quote #29

func_rotating
Code:
34 - m_flFanFriction
35 - m_flAttenuation
36 - m_flVolume
37 - m_pitch
38 - m_sounds
func_pendulum
Code:
34 - m_accel
35 - m_distance
36 - m_time
37 - m_damp
38 - m_maxSpeed
39 - m_dampSpeed
40 - m_center
43 - m_start
env_bubbles
Code:
34 - m_density
35 - m_frequency
36 - m_bubbleModel
37 - m_state
env_lightning
env_beam
Code:
34 - m_active
35 - m_iszStartEntity
36 - m_iszEndEntity
37 - m_life
38 - m_boltWidth
39 - m_noiseAmplitude
40 - m_brightness
41 - m_speed
42 - m_restrike
43 - m_spriteTexture
44 - m_iszSpriteName
45 - m_frameStart
46 - m_radius
env_laser
Code:
34 - m_pSprite
35 - m_iszSpriteName
36 - m_firePosition.x
37 - m_firePosition.y
38 - m_firePosition.z
env_glow
env_sprite
Code:
34 - m_lastTime
35 - m_maxFrame
gibshooter
env_shooter
Code:
34 - m_flDelay
35 - m_iszKillTarget
36 - m_iGibs
37 - m_iGibCapacity
38 - m_iGibMaterial
39 - m_iGibModelIndex
40 - m_flGibVelocity
41 - m_flVariance
42 - m_flGibLife
light
light_spot
light_environment
Code:
34 - m_iStyle
35 - m_iszPattern
func_breakable
Code:
36 - m_Material
37 - m_Explosion
38 - m_idShard
39 - m_angle
40 - m_iszGibModel
41 - m_iszSpawnObject
env_global
Code:
34 - m_globalstate
35 - m_triggermode
36 - m_initialstate
multisource
Code:
34 -> 96 - m_rgEntities[MS_MAX_TARGETS]
98 -> 129 - m_rgTriggered[MS_MAX_TARGETS]
130 - m_iTotal
131 - m_globalstate
MS_MAX_TARGETS is 32
func_tank
Code:
34 - m_pController (cbase)
35 - m_flNextAttack
36 - m_vecControllerUsePos.x
37 - m_vecControllerUsePos.y
38 - m_vecControllerUsePos.z
39 - m_yawCenter
40 - m_yawRate
41 - m_yawRange
42 - m_yawTolerance
43 - m_pitchCenter
44 - m_pitchRate
45 - m_pitchRange
46 - m_pitchTolerance
47 - m_fireLast
48 - m_fireRate
49 - m_lastSightTime
50 - m_persist
51 - m_minRange
52 - m_maxRange
53 - m_barrelPos.x
54 - m_barrelPos.y
55 - m_barrelPos.z
56 - m_spriteScale
57 - m_iszSpriteSmoke
58 - m_iszSpriteFlash
59 - m_bulletType
60 - m_iBulletDamage
61 - m_sightOrigin.x
62 - m_sightOrigin.y
63 - m_sightOrigin.z
64 - m_spread
65 - m_iszMaster
func_tanklaser
Code:
66 - m_pLaser (cbase)
67 - m_laserTime
func_tankcontrols
Code:
34 - m_pTank (cbase)
func_train
Code:
79 - m_pevCurrentTarget
80 - m_sounds
81 - m_activated
env_spark
env_debris
Code:
34 - m_flDelay
trigger_auto
Code:
36 - m_globalstate
37 - triggerType
trigger_relay
Code:
36 - triggerType
multi_manager
Code:
73 - m_cTargets
74 - m_index
75 - m_startTime
76 -> 91 - m_iTargetName[MAX_MULTI_TARGETS]
92 -> 107 - m_flTargetDelay[MAX_MULTI_TARGETS]
trigger_changelevel
Code:
73 - m_szMapName //32 chars
81 - m_szLandmarkName //8 chars
89 - m_changeTarget
90 - m_changeTargetDelay
trigger_camera
Code:
36 - m_hPlayer
38 - m_hTarget
40 - m_pentPath
41 - m_sPath
42 - m_flWait
43 - m_flReturnTime
44 - m_flStopTime
45 - m_moveDistance
46 - m_targetSpeed
47 - m_initialSpeed
48 - m_acceleration
49 - m_deceleration
50 - m_state
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Project : CSDM all in one - 99%
<team balancer#no round end#entity remover#quake sounds#fake full#maps management menu#players punishment menu#no team flash#colored flashbang#grenade trails#HE effect#spawn protection#weapon arena#weapon upgrade#auto join#no weapon drop#one name>

Last edited by jim_yang; 02-04-2009 at 05:23.
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 02-02-2009 , 13:34   Re: [Info] Counter-Strike pvPrivateData offsets
Reply With Quote #30

player :

Code:
11 - m_cAmmoLoaded[ ammo_buckshot ]
13 - m_cAmmoLoaded[ ammo_9mm ]
15 - m_cAmmoLoaded[ ammo_556nato ]
17 - m_cAmmoLoaded[ ammo_556natobox]
19 - m_cAmmoLoaded[ ammo_762nato ]
21 - m_cAmmoLoaded[ ammo_45acp ]
23 - m_cAmmoLoaded[ ammo_50ae ]
25 - m_cAmmoLoaded[ ammo_338magnum ]
27 - m_cAmmoLoaded[ ammo_57mm ]
29 - m_cAmmoLoaded[ ammo_357sig ]
Code:
73 - m_Activity
74 - m_IdealActivity

speaker :

Code:
34 - m_preset

env_sound :

Code:
34 - m_flRadius
35 - m_flRoomtype

func_friction :

Code:
34 - m_frictionFraction

func_healthcharger :

Code:
73 - m_flNextCharge 
74 - m_iReactivate
75 - m_iJuice
76 - m_iOn
77 - m_flSoundTime

func_tracktrain :

Code:
34 - m_ppath
35 - m_length
36 - m_height
37 - m_speed
38 - m_dir
39 - m_startSpeed
40 - m_controlMins.x
41 - m_controlMins.y
42 - m_controlMins.z
43 - m_controlMaxs.x
44 - m_controlMaxs.y
45 - m_controlMaxs.z
46 - m_soundPlaying
47 - m_sounds
48 - m_flVolume
49 - m_flBank
50 - m_oldSpeed

Last edited by Arkshine; 02-02-2009 at 14:55.
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